I’m a newbie with UE, so this is my first project. I’m using this software for architectural visualisation.
As you notice from the image, I have a weird lighting issue with my model imported (leaking lighting?)
I explain you the procedure that I followed for importing my modeling:
in 3ds Max I’ve used the Unwrap modifier for each component (splitted in “walls”, “doors” and “windows”), assigning a specific channel for the lighting;
I’ve assigned in general a Light Map Resolution of 512 / 1024;
I’ve applied the Lightmass Importance Volume, Skylight, Post Process Volume.
Well, what could possibly be the problem?
I am open to all of your suggestions!
ok it’s clear.
In this case I have a door with a resolution of 2048 (very high). I don’t know why but the lighting in this object looks really bad. Why does it happen? Yet when I import this mesh I don’t get any error message!
From what I understand, every space is close to Light Source will result good in quality, even if the lightmap is not so high. In this case the door is a complex object and it’s far from the window that receives the sun light. So, how can I solve this problem?
Or maybe at this stage I can start to assign the materials, without paying attention to the lighting leakage…?
I show you what some shots from 3ds Max and UE, so you can help me to understand if I’m using the UV space well. Can you verify if everything is correct?